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Meat on a bone.

07-20-2003, 11:16 PM#1
Panto
When a structure provides supply, it has a piece of meat icon in the status window with a number that shows how much supply it provides.

Units that provide supply don't seem to have this icon. How can I make them have it?
07-21-2003, 02:00 AM#2
Panto
Also, I have a unit which trains heros. However, when I added units to train, his default right-click action becomes placing a rally point, instead of moving.

Are there good ways to defeat this behavior?
07-21-2003, 02:13 AM#3
piRo-piOn
a unit which trains heroes eh? well you could always disable the rallypoint ability (search the forums).

Btw... what happens when you give a building the ability to move? You could always try that.
07-21-2003, 03:22 AM#4
Panto
Unfortunately, I want the rallypoint ability; I'm also not sure that, were I to remove it, the default action would become Move. It might instead just be nothing.

Previously, I had a structure doing this, with the fields altered to make it movable. However, since TFT I gather that a structure with no ground splat crashes the game. Preliminary tests of this (taking the unit I made and giving it "Is a building" equal to true) suggested that it does indeed crash. Because my game did.
07-21-2003, 10:09 PM#5
ChrydGod
I am unsure about the rally point thingy.

Maybe you should reconsider the "train units" ability and use & modify the "sell units" ability, eventually with triggers to set an equivalent to the rally point that would not interfere with your move command. The problem is that even with intercepting the 'Smart' order (right click); maybe you could emulate the movements, but not remove the effect that sets the rally point position.

Regards
07-21-2003, 10:22 PM#6
Panto
Actually, I was originally using Sell Units, but that has the same result as the Train Units.

Are there infrastructural changes that I could reasonably make? The first form of this unit was actually a modified ancient, that could use abilities when he was "Root"ed and could walk around normally otherwise.
Unfortunately, I'm also looking for him to be a combat caster unit, and a couple of his spells won't work if he is immobile (as is the case while he's rooted).

EDIT: And when can we expect Evil Lands to be released? All your fans are waiting eagerly.
07-22-2003, 03:32 AM#7
Panto
More issues relating to the unit training heros.

Revive doesn't like to work at all. I even set the Build time and Repair time of the heros to 5 to see, but, while the ability can be activated, it just doesn't seem to ever finish.

Also, I made a trigger to detect when the unit was training a hero to see if I could figure out whether or not the Revive was actually occurring. It doesn't seem to be working either, but as this is a relatively simple trigger, I thought I'd post it and hope that help comes.

Events
Unit - A unit Begins training a unit
Conditions
((Trained unit) is A Hero) Equal to True
Events
Special Effect - Create a special effect attached to the head of (Triggering unit) using Abilities\Spells\Orc\EtherealForm\SpiritWalkerChange.mdl

The rest of the trigger is assigning the special effect so that it can be removed after the unit is trained using a different trigger.
07-24-2003, 09:53 PM#8
Panto
Well, I resolved the Rally Point thing.

ChrydGod was right, of course, that the Sell Units was a better alternative that Train Units. There are drawbacks (for example, I can't make it have a build time and they always cost full gold, even for the first hero), but Sell Units doesn't cause the unit to have a rally point.

The other breaking issue was that I changed the unit from Reviving heros normally (which didn't work for some reason anyway) to Reviving them instantly, which also has no rally point. With those two changes effected, my hero-training unit now moves as his "smart" command. Thank goodness.

I still don't know of a way to make a supply-creating unit have the supply "meat" icon in his info window.